engine/include/scene.hpp

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#pragma once
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#include "ecs/mesh_renderer.hpp"
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#include "log.hpp"
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#include <cstdint>
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namespace engine {
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class Scene {
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public:
Scene();
Scene(const Scene&) = delete;
Scene& operator=(const Scene&) = delete;
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~Scene();
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void update(float ts);
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uint32_t createEntity()
{
return m_nextEntityID++;
}
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std::unique_ptr<ecs::RendererSystem> m_renderSystem;
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private:
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uint32_t m_nextEntityID = 1000;
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};
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}